Saturday, September 24, 2011

Adventure Building (Part 1)

Even more important then world building and campaign design is Adventure building. Like the chapters of a book, these hold your campaign together like glue and will be the primary source of fun and amazement. Now what specifically could be an Adventure? Well mostly anything, you could have one of the PCs long lost relatives show up and have them be an evil necromancer who is bent on killing and raising his family members as undead abominations to replace the family he never had. That same idea could be tweaked however you like! That same family member could be a ship captain, who just lost her ship and needs help from the party. Anything will suffice, just try to be creative and have fun with it! The most important thing to remember is that you must never "forget" people. Its always interesting when an old ally shows up just in the nick of time to help the party or an old villain make his presence known again.

The Adventures can all be a part of the same overall story, or it could be a loose collection of various stops on a journey. It really makes no difference but be sure that its fun! Your Adventures can be as interesting or as serious as you like but remember that variety is the spice of life and adding unexpected elements will always make your group appreciative of you and might even get you some free pizza!

A Personal Note:
Recently my group has started a new campaign that I basically came up with while bored at work. I'm drawing heavily from a premade Adventure but I wanted to point out that using a premade Adventure is always fine. You can use the adventure, word for word, or you could use it as a set of guidelines (like I have) and make it something all your own. There is really no way to mess up or do something stupid as a DM. Just remember that its not your mission to kill your players, Its your mission to provide an environment where they get themselves killed!

Saturday, August 27, 2011

Comedy Corner


I wanted to use this time to share some funny and interesting interactions that I've personally had happen during a game. Recently, we've been playing D20 Future and its been going great. In our first session however one of my players (the pilot) did something so funny that we had to stop for a few minutes because we were laughing so hard. When they reached the bridge(remember that I said they were prisoners and that they took over the ship they were going to be transported on) he ran onto it and screamed "I want to see the captain!" Keep in mind, he is in a prison jumpsuit, and has a rifle in his hands. The bridge crew open fire and actually get a glancing blow on him. Unfazed he responds to their fire with "I can fly this ship better then anyone!" then takes cover. I was so insane that we were incapacitated with laughter. I don't know how many of you actually game, but this was one of the great moments of my group. I'll be going over past accounts and sharing more with you guys! so stay Tuned!~

Wednesday, August 17, 2011

After an extended hiatus.... is RTCC!

In this installment I'll go over my latest campaign :
                                                  D20 Future


I decided on this system because of my familiarity with the D20 system and decided to modify it to emulate a few other Sci-Fi systems. I started out making the PCs (Player Characters) a group of escaped prisoners. This easily got the group started because the group they escaped from was aligned with evil. That made it possible to explain any back story my players came up with. Upon breaking out they stole a starship (which helped me start the story), visited an underdeveloped planet, fought raiders, and got some crew members! Stay Tuned for more updates and my PC stats / profiles! Not to mention the return of DM's Corner!


Saturday, April 2, 2011

World Building (Part 1)

Some tabletop games require to do some if not all improvisation of the location or setting. This is not always the case and if the game you are playing has its own setting make sure that you are very familiar with the rules before you consider deviating from the standard. Most games that require you to come up with a world also have some suggestions for building the world. If this is the case with your game for your first shot at world building use the suggestions. Take a look at what you expect to do as far as objectives in the game and be sure to color in the areas that the group will contact with and make sure to flesh out those areas.


Give your world an interesting government, or maybe no government at all. This however is not the secret to great world building. Making and having interesting characters is the cornerstone of any world you build. Also remember to keep things consistent. If you make interesting enough characters then it will only take a nudge to get your group off on an adventure. Give them interesting traits, goals, and try to give them an interesting history. But NEVER, NEVER, NEVER let all of the other characters outshine the group. Its okay to have a couple overpowered "Gandalf" characters but they should be few and far between and their interactions with the party should be very limited. Also don't use a "DMPC". A DMPC is a character that does everything. Oh? A hidden switch? he found it. What class/race is he? hes a half dragon, half celestial paragon mind flayer. Don't ever make that character. If you need to pat your ego do it in much better ways. If you must have an over powered character have it be one of the players. Lastly Don't try to "tell a story" Let your group carve out their own action and make the world feel wide open. Following these basic tips and world building strategies will take you farther up the path of presenting an fun and engaging game!

Saturday, March 26, 2011

DM's Corner Round 1

In this series I've named DM's corner, I'll be explaining the basics of becoming a DM and what specifically they are responsible for. First of all, you may be asking the question, "What is a DM?" A DM or Dungeon Master is the most important person in any tabletop role-playing game. They create the world, situations, and are the primary person that the players interact with. "Well, whats the difference between a Dungeon Master and Gamemaster?" There is actually no difference, the title is usually based off of the type of tabletop game you are playing.

The DM's primary responsibility is to make sure that everyone is having fun. If that means everyone is constantly engaged in combat, great! If it means that the group is skulking through a seedy underworld looking for clues about the missing magistrate's son, then awesome! Its important to find out if your group wants story, or conflict and try to tailor fit the adventures to the group.

As the DM, this will be a view you will become accustomed to.


The DM has a very special job because they create all of the fun that the group has. Most specifically they role-play as all of the characters that the group interacts with. From the King, to the Evil Wizard to the scullery maid. Because of this role-playing interesting characters is important! (I'll do some posts about effective DM role-playing in future DM's Corners) As a DM its important to know the rules, be sure to carefully read over the rules for the game you're playing. If its your first time, explain to your group that you need their support and patience. As a general rule for a DM, if a result is very unclear but something could benefit the players, then take that course of action. Your plan for the game may be different but remember, killing all of the players off constantly may be fun for you, but its will quickly get irritating for the players.

In future posts I'll explain the basics of Campaign and Adventure creation, in addition to tips for the players as well!


Thursday, March 24, 2011

The First Step

                          When we think of role-playing one thing universally comes to mind. Dice.
 Selecting your dice can be an excellent first step in becoming a successful role-player. Just like those whom make their cars look spiffy with new rims, hydraulics, or even body kits; Dice can be just as important to role-players. When setting out to buy the right dice choose one that you find esthetically pleasing and have fun with it! I've been gaming for a long time so I have a enormous amount of dice most are mismatched and come from sets that I've long ago lost the other pieces to. The most important part in making the right dice decision is to do some research on the type of game you are interested in playing and make sure to get enough of the proper type. For right now however I will give you a basic suggestion for dice you should choose for Dungeons and Dragons (hereafter refereed to as DnD). the basic set of dice that you'd need to have to play in a DnD game is : 1-20 sided dice, 1-12 sided, 2-10 sided dice, 2-8 sided dice, 4-6 sided dice, and, 4-4 sided dice. Common names for these types of dice are D(standing for dice) and the number corresponding how many sides it has (Such as a D20). My personal choice in dice happens to be a set of burnished steel, while they are definitely not the ordinary and stand out easily they suffer for not rolling well on every surface and being too dangerous to roll on glass tables.
Make the right choice and you'll be the envy of your role-playing group!